<!DOCTYPE html>
<html>

	<head>
		<meta name="apple-mobile-web-app-capable" content="yes" />
		<meta name="apple-mobile-web-app-status-bar-style" content="black" />
		<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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		<meta content="width=device-width,initial-scale=1.0,maximum-scale=1.0,user-scalable=0" name="viewport" />
		<title>做网页找xiabing</title>
		<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css">
		<style>
			@import url(http://fonts.googleapis.com/css?family=Open+Sans:800);
			#world {
				position: absolute;
				width: 100%;
				height: 100%;
				background-color: #6ecccc;
				overflow: hidden;
			}
			
			#credits {
				position: absolute;
				width: 100%;
				margin: auto;
				bottom: 0;
				margin-bottom: 20px;
				font-family: 'Open Sans', sans-serif;
				color: #328685;
				font-size: 0.7em;
				text-transform: uppercase;
				text-align: center;
			}
			
			#credits a {
				color: #328685;
			}
			
			#credits a:hover {
				color: #630d15;
			}
		</style>

	</head>

	<body>
		<div id="world" />
		<script src='http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js'></script>
		<script src='http://cdnjs.cloudflare.com/ajax/libs/gsap/1.16.1/TweenMax.min.js'></script>
		<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/OrbitControls.js'></script>
		<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/Cat.js'></script>

		<script>
			//THREEJS RELATED VARIABLES 

			var scene,
				camera, fieldOfView, aspectRatio, nearPlane, farPlane,
				gobalLight, shadowLight, backLight,
				renderer,
				container,
				controls;

			//SCREEN & MOUSE VARIABLES

			var HEIGHT, WIDTH, windowHalfX, windowHalfY,
				mousePos = {
					x: 0,
					y: 0
				},
				oldMousePos = {
					x: 0,
					y: 0
				},
				ballWallDepth = 28;

			//3D OBJECTS VARIABLES

			var hero;

			//INIT THREE JS, SCREEN AND MOUSE EVENTS

			function initScreenAnd3D() {

				HEIGHT = window.innerHeight;
				WIDTH = window.innerWidth;
				windowHalfX = WIDTH / 2;
				windowHalfY = HEIGHT / 2;

				scene = new THREE.Scene();
				aspectRatio = WIDTH / HEIGHT;
				fieldOfView = 50;
				nearPlane = 1;
				farPlane = 2000;
				camera = new THREE.PerspectiveCamera(
					fieldOfView,
					aspectRatio,
					nearPlane,
					farPlane
				);
				camera.position.x = 0;
				camera.position.z = 300;
				camera.position.y = 250;
				camera.lookAt(new THREE.Vector3(0, 60, 0));

				renderer = new THREE.WebGLRenderer({
					alpha: true,
					antialias: true
				});
				renderer.setSize(WIDTH, HEIGHT);
				renderer.shadowMapEnabled = true;

				container = document.getElementById('world');
				container.appendChild(renderer.domElement);

				window.addEventListener('resize', handleWindowResize, false);
				document.addEventListener('mousemove', handleMouseMove, false);
				document.addEventListener('touchmove', handleTouchMove, false);

				/*
				controls = new THREE.OrbitControls(camera, renderer.domElement);
				controls.minPolarAngle = -Math.PI / 2; 
				controls.maxPolarAngle = Math.PI / 2;
				controls.noZoom = true;
				controls.noPan = true;
				//*/

			}

			function handleWindowResize() {
				HEIGHT = window.innerHeight;
				WIDTH = window.innerWidth;
				windowHalfX = WIDTH / 2;
				windowHalfY = HEIGHT / 2;
				renderer.setSize(WIDTH, HEIGHT);
				camera.aspect = WIDTH / HEIGHT;
				camera.updateProjectionMatrix();
			}

			function handleMouseMove(event) {
				mousePos = {
					x: event.clientX,
					y: event.clientY
				};
			}

			function handleTouchMove(event) {
				if(event.touches.length == 1) {
					event.preventDefault();
					mousePos = {
						x: event.touches[0].pageX,
						y: event.touches[0].pageY
					};
				}
			}

			function createLights() {
				globalLight = new THREE.HemisphereLight(0xffffff, 0xffffff, .5)

				shadowLight = new THREE.DirectionalLight(0xffffff, .9);
				shadowLight.position.set(200, 200, 200);
				shadowLight.castShadow = true;
				shadowLight.shadowDarkness = .2;
				shadowLight.shadowMapWidth = shadowLight.shadowMapHeight = 2048;

				backLight = new THREE.DirectionalLight(0xffffff, .4);
				backLight.position.set(-100, 100, 100);
				backLight.castShadow = true;
				backLight.shadowDarkness = .1;
				backLight.shadowMapWidth = shadowLight.shadowMapHeight = 2048;

				scene.add(globalLight);
				scene.add(shadowLight);
				scene.add(backLight);
			}

			function createFloor() {
				floor = new THREE.Mesh(new THREE.PlaneBufferGeometry(1000, 1000), new THREE.MeshBasicMaterial({
					color: 0x6ecccc
				}));
				floor.rotation.x = -Math.PI / 2;
				floor.position.y = 0;
				floor.receiveShadow = true;
				scene.add(floor);
			}

			function createHero() {
				hero = new Cat();
				scene.add(hero.threeGroup);
			}

			function createBall() {
				ball = new Ball();
				scene.add(ball.threeGroup);
			}

			// BALL RELATED CODE

			var woolNodes = 10,
				woolSegLength = 2,
				gravity = -.8,
				accuracy = 1;

			Ball = function() {

				var redMat = new THREE.MeshLambertMaterial({
					color: 0x630d15,
					shading: THREE.FlatShading
				});

				var stringMat = new THREE.LineBasicMaterial({
					color: 0x630d15,
					linewidth: 3
				});

				this.threeGroup = new THREE.Group();
				this.ballRay = 8;

				this.verts = [];

				// string
				var stringGeom = new THREE.Geometry();

				for(var i = 0; i < woolNodes; i++) {
					var v = new THREE.Vector3(0, -i * woolSegLength, 0);
					stringGeom.vertices.push(v);

					var woolV = new WoolVert();
					woolV.x = woolV.oldx = v.x;
					woolV.y = woolV.oldy = v.y;
					woolV.z = 0;
					woolV.fx = woolV.fy = 0;
					woolV.isRootNode = (i == 0);
					woolV.vertex = v;
					if(i > 0) woolV.attach(this.verts[(i - 1)]);
					this.verts.push(woolV);

				}
				this.string = new THREE.Line(stringGeom, stringMat);

				// body
				var bodyGeom = new THREE.SphereGeometry(this.ballRay, 5, 4);
				this.body = new THREE.Mesh(bodyGeom, redMat);
				this.body.position.y = -woolSegLength * woolNodes;

				var wireGeom = new THREE.TorusGeometry(this.ballRay, .5, 3, 10, Math.PI * 2);
				this.wire1 = new THREE.Mesh(wireGeom, redMat);
				this.wire1.position.x = 1;
				this.wire1.rotation.x = -Math.PI / 4;

				this.wire2 = this.wire1.clone();
				this.wire2.position.y = 1;
				this.wire2.position.x = -1;
				this.wire1.rotation.x = -Math.PI / 4 + .5;
				this.wire1.rotation.y = -Math.PI / 6;

				this.wire3 = this.wire1.clone();
				this.wire3.rotation.x = -Math.PI / 2 + .3;

				this.wire4 = this.wire1.clone();
				this.wire4.position.x = -1;
				this.wire4.rotation.x = -Math.PI / 2 + .7;

				this.wire5 = this.wire1.clone();
				this.wire5.position.x = 2;
				this.wire5.rotation.x = -Math.PI / 2 + 1;

				this.wire6 = this.wire1.clone();
				this.wire6.position.x = 2;
				this.wire6.position.z = 1;
				this.wire6.rotation.x = 1;

				this.wire7 = this.wire1.clone();
				this.wire7.position.x = 1.5;
				this.wire7.rotation.x = 1.1;

				this.wire8 = this.wire1.clone();
				this.wire8.position.x = 1;
				this.wire8.rotation.x = 1.3;

				this.wire9 = this.wire1.clone();
				this.wire9.scale.set(1.2, 1.1, 1.1);
				this.wire9.rotation.z = Math.PI / 2;
				this.wire9.rotation.y = Math.PI / 2;
				this.wire9.position.y = 1;

				this.body.add(this.wire1);
				this.body.add(this.wire2);
				this.body.add(this.wire3);
				this.body.add(this.wire4);
				this.body.add(this.wire5);
				this.body.add(this.wire6);
				this.body.add(this.wire7);
				this.body.add(this.wire8);
				this.body.add(this.wire9);

				this.threeGroup.add(this.string);
				this.threeGroup.add(this.body);

				this.threeGroup.traverse(function(object) {
					if(object instanceof THREE.Mesh) {
						object.castShadow = true;
						object.receiveShadow = true;
					}
				});

			}

			/* 
			The next part of the code is largely inspired by this codepen :
			http://codepen.io/dissimulate/pen/KrAwx?editors=001
			thanks to dissimulate for his great work
			*/

			/*
			Copyright (c) 2013 dissimulate at Codepen

			Permission is hereby granted, free of charge, to any person obtaining a copy
			of this software and associated documentation files (the "Software"), to deal
			in the Software without restriction, including without limitation the rights
			to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
			copies of the Software, and to permit persons to whom the Software is
			furnished to do so, subject to the following conditions:

			The above copyright notice and this permission notice shall be included in
			all copies or substantial portions of the Software.

			THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
			IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
			FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
			AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
			LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
			OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
			THE SOFTWARE.
			*/

			WoolVert = function() {
				this.x = 0;
				this.y = 0;
				this.z = 0;
				this.oldx = 0;
				this.oldy = 0;
				this.fx = 0;
				this.fy = 0;
				this.isRootNode = false;
				this.constraints = [];
				this.vertex = null;
			}

			WoolVert.prototype.update = function() {
				var wind = 0; //.1+Math.random()*.5;
				this.add_force(wind, gravity);

				nx = this.x + ((this.x - this.oldx) * .9) + this.fx;
				ny = this.y + ((this.y - this.oldy) * .9) + this.fy;
				this.oldx = this.x;
				this.oldy = this.y;
				this.x = nx;
				this.y = ny;

				this.vertex.x = this.x;
				this.vertex.y = this.y;
				this.vertex.z = this.z;

				this.fy = this.fx = 0
			}

			WoolVert.prototype.attach = function(point) {
				this.constraints.push(new Constraint(this, point));
			};

			WoolVert.prototype.add_force = function(x, y) {
				this.fx += x;
				this.fy += y;
			};

			Constraint = function(p1, p2) {
				this.p1 = p1;
				this.p2 = p2;
				this.length = woolSegLength;
			};

			Ball.prototype.update = function(posX, posY, posZ) {

				var i = accuracy;

				while(i--) {

					var nodesCount = woolNodes;

					while(nodesCount--) {

						var v = this.verts[nodesCount];

						if(v.isRootNode) {
							v.x = posX;
							v.y = posY;
							v.z = posZ;
						} else {

							var constraintsCount = v.constraints.length;

							while(constraintsCount--) {

								var c = v.constraints[constraintsCount];

								var diff_x = c.p1.x - c.p2.x,
									diff_y = c.p1.y - c.p2.y,
									dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y),
									diff = (c.length - dist) / dist;

								var px = diff_x * diff * .5;
								var py = diff_y * diff * .5;

								c.p1.x += px;
								c.p1.y += py;
								c.p2.x -= px;
								c.p2.y -= py;
								c.p1.z = c.p2.z = posZ;
							}

							if(nodesCount == woolNodes - 1) {
								this.body.position.x = this.verts[nodesCount].x;
								this.body.position.y = this.verts[nodesCount].y;
								this.body.position.z = this.verts[nodesCount].z;

								this.body.rotation.z += (v.y <= this.ballRay) ? (v.oldx - v.x) / 10 : Math.min(Math.max(diff_x / 2, -.1), .1);
							}
						}

						if(v.y < this.ballRay) {
							v.y = this.ballRay;
						}
					}
				}

				nodesCount = woolNodes;
				while(nodesCount--) this.verts[nodesCount].update();

				this.string.geometry.verticesNeedUpdate = true;

			}

			Ball.prototype.receivePower = function(tp) {
				this.verts[woolNodes - 1].add_force(tp.x, tp.y);
			}

			// Enf of the code inspired by dissmulate

			// Make everything work together :

			var t = 0;

			function loop() {
				render();

				t += .05;
				hero.updateTail(t);

				var ballPos = getBallPos();
				ball.update(ballPos.x, ballPos.y, ballPos.z);
				ball.receivePower(hero.transferPower);
				hero.interactWithBall(ball.body.position);

				requestAnimationFrame(loop);
			}

			function getBallPos() {
				var vector = new THREE.Vector3();

				vector.set(
					(mousePos.x / window.innerWidth) * 2 - 1, -(mousePos.y / window.innerHeight) * 2 + 1,
					0.1);

				vector.unproject(camera);
				var dir = vector.sub(camera.position).normalize();
				var distance = (ballWallDepth - camera.position.z) / dir.z;
				var pos = camera.position.clone().add(dir.multiplyScalar(distance));
				return pos;
			}

			function render() {
				if(controls) controls.update();
				renderer.render(scene, camera);
			}

			window.addEventListener('load', init, false);

			function init(event) {
				initScreenAnd3D();
				createLights();
				createFloor()
				createHero();
				createBall();
				loop();
			}
		</script>

	</body>

</html>